// Copyright (C) 1999-2000 Id Software, Inc. // #include "g_local.h" #include "../ghoul2/G2.h" #include "q_shared.h" /* Items are any object that a player can touch to gain some effect. Pickup will return the number of seconds until they should respawn. all items should pop when dropped in lava or slime Respawnable items don't actually go away when picked up, they are just made invisible and untouchable. This allows them to ride movers and respawn apropriately. */ #define RESPAWN_ARMOR 20 #define RESPAWN_TEAM_WEAPON 30 #define RESPAWN_HEALTH 30 #define RESPAWN_AMMO 40 #define RESPAWN_HOLDABLE 60 #define RESPAWN_MEGAHEALTH 120 #define RESPAWN_POWERUP 120 // Item Spawn flags #define ITMSF_SUSPEND 1 #define ITMSF_NOPLAYER 2 #define ITMSF_ALLOWNPC 4 #define ITMSF_NOTSOLID 8 #define ITMSF_VERTICAL 16 #define ITMSF_INVISIBLE 32 extern gentity_t *droppedRedFlag; extern gentity_t *droppedBlueFlag; //====================================================================== #define MAX_MEDPACK_HEAL_AMOUNT 25 #define MAX_MEDPACK_BIG_HEAL_AMOUNT 50 #define MAX_SENTRY_DISTANCE 256 // For more than four players, adjust the respawn times, up to 1/4. int adjustRespawnTime(float preRespawnTime, int itemType, int itemTag) { float respawnTime = preRespawnTime; if (itemType == IT_WEAPON) { if (itemTag == WP_THERMAL || itemTag == WP_TRIP_MINE || itemTag == WP_DET_PACK) { //special case for these, use ammo respawn rate respawnTime = RESPAWN_AMMO; } } if (!g_adaptRespawn.integer) { return((int)respawnTime); } if (level.numPlayingClients > 4) { // Start scaling the respawn times. if (level.numPlayingClients > 32) { // 1/4 time minimum. respawnTime *= 0.25; } else if (level.numPlayingClients > 12) { // From 12-32, scale from 0.5 to 0.25; respawnTime *= 20.0 / (float)(level.numPlayingClients + 8); } else { // From 4-12, scale from 1.0 to 0.5; respawnTime *= 8.0 / (float)(level.numPlayingClients + 4); } } if (respawnTime < 1.0) { // No matter what, don't go lower than 1 second, or the pickups become very noisy! respawnTime = 1.0; } return ((int)respawnTime); } #define SHIELD_HEALTH 250 #define SHIELD_HEALTH_DEC 10 // 25 seconds #define MAX_SHIELD_HEIGHT 254 #define MAX_SHIELD_HALFWIDTH 255 #define SHIELD_HALFTHICKNESS 4 #define SHIELD_PLACEDIST 64 #define SHIELD_SIEGE_HEALTH 2000 #define SHIELD_SIEGE_HEALTH_DEC (SHIELD_SIEGE_HEALTH/25) // still 25 seconds. static qhandle_t shieldLoopSound=0; static qhandle_t shieldAttachSound=0; static qhandle_t shieldActivateSound=0; static qhandle_t shieldDeactivateSound=0; static qhandle_t shieldDamageSound=0; void ShieldRemove(gentity_t *self) { self->think = G_FreeEntity; self->nextthink = level.time + 100; // Play kill sound... G_AddEvent(self, EV_GENERAL_SOUND, shieldDeactivateSound); self->s.loopSound = 0; self->s.loopIsSoundset = qfalse; return; } // Count down the health of the shield. void ShieldThink(gentity_t *self) { self->s.trickedentindex = 0; if ( g_gametype.integer == GT_SIEGE ) { self->health -= SHIELD_SIEGE_HEALTH_DEC; } else { self->health -= SHIELD_HEALTH_DEC; } self->nextthink = level.time + 1000; if (self->health <= 0) { ShieldRemove(self); } return; } // The shield was damaged to below zero health. void ShieldDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) { // Play damaging sound... G_AddEvent(self, EV_GENERAL_SOUND, shieldDamageSound); ShieldRemove(self); } // The shield had damage done to it. Make it flicker. void ShieldPain(gentity_t *self, gentity_t *attacker, int damage) { // Set the itemplaceholder flag to indicate the the shield drawing that the shield pain should be drawn. self->think = ShieldThink; self->nextthink = level.time + 400; // Play damaging sound... G_AddEvent(self, EV_GENERAL_SOUND, shieldDamageSound); self->s.trickedentindex = 1; return; } // Try to turn the shield back on after a delay. void ShieldGoSolid(gentity_t *self) { trace_t tr; // see if we're valid self->health--; if (self->health <= 0) { ShieldRemove(self); return; } trap_Trace (&tr, self->r.currentOrigin, self->r.mins, self->r.maxs, self->r.currentOrigin, self->s.number, CONTENTS_BODY ); if(tr.startsolid) { // gah, we can't activate yet self->nextthink = level.time + 200; self->think = ShieldGoSolid; trap_LinkEntity(self); } else { // get hard... huh-huh... self->s.eFlags &= ~EF_NODRAW; self->r.contents = CONTENTS_SOLID; self->nextthink = level.time + 1000; self->think = ShieldThink; self->takedamage = qtrue; trap_LinkEntity(self); // Play raising sound... G_AddEvent(self, EV_GENERAL_SOUND, shieldActivateSound); self->s.loopSound = shieldLoopSound; self->s.loopIsSoundset = qfalse; } return; } // Turn the shield off to allow a friend to pass through. void ShieldGoNotSolid(gentity_t *self) { // make the shield non-solid very briefly self->r.contents = 0; self->s.eFlags |= EF_NODRAW; // nextthink needs to have a large enough interval to avoid excess accumulation of Activate messages self->nextthink = level.time + 200; self->think = ShieldGoSolid; self->takedamage = qfalse; trap_LinkEntity(self); // Play kill sound... G_AddEvent(self, EV_GENERAL_SOUND, shieldDeactivateSound); self->s.loopSound = 0; self->s.loopIsSoundset = qfalse; } // Somebody (a player) has touched the shield. See if it is a "friend". void ShieldTouch(gentity_t *self, gentity_t *other, trace_t *trace) { if (g_gametype.integer >= GT_TEAM) { // let teammates through // compare the parent's team to the "other's" team if (self->parent && ( self->parent->client) && (other->client)) { if (OnSameTeam(self->parent, other)) { ShieldGoNotSolid(self); } } } else {//let the person who dropped the shield through if (self->parent && self->parent->s.number == other->s.number) { ShieldGoNotSolid(self); } } } // After a short delay, create the shield by expanding in all directions. void CreateShield(gentity_t *ent) { trace_t tr; vec3_t mins, maxs, end, posTraceEnd, negTraceEnd, start; int height, posWidth, negWidth, halfWidth = 0; qboolean xaxis; int paramData = 0; static int shieldID; // trace upward to find height of shield VectorCopy(ent->r.currentOrigin, end); end[2] += MAX_SHIELD_HEIGHT; trap_Trace (&tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT ); height = (int)(MAX_SHIELD_HEIGHT * tr.fraction); // use angles to find the proper axis along which to align the shield VectorSet(mins, -SHIELD_HALFTHICKNESS, -SHIELD_HALFTHICKNESS, 0); VectorSet(maxs, SHIELD_HALFTHICKNESS, SHIELD_HALFTHICKNESS, height); VectorCopy(ent->r.currentOrigin, posTraceEnd); VectorCopy(ent->r.currentOrigin, negTraceEnd); if ((int)(ent->s.angles[YAW]) == 0) // shield runs along y-axis { posTraceEnd[1]+=MAX_SHIELD_HALFWIDTH; negTraceEnd[1]-=MAX_SHIELD_HALFWIDTH; xaxis = qfalse; } else // shield runs along x-axis { posTraceEnd[0]+=MAX_SHIELD_HALFWIDTH; negTraceEnd[0]-=MAX_SHIELD_HALFWIDTH; xaxis = qtrue; } // trace horizontally to find extend of shield // positive trace VectorCopy(ent->r.currentOrigin, start); start[2] += (height>>1); trap_Trace (&tr, start, 0, 0, posTraceEnd, ent->s.number, MASK_SHOT ); posWidth = MAX_SHIELD_HALFWIDTH * tr.fraction; // negative trace trap_Trace (&tr, start, 0, 0, negTraceEnd, ent->s.number, MASK_SHOT ); negWidth = MAX_SHIELD_HALFWIDTH * tr.fraction; // kef -- monkey with dimensions and place origin in center halfWidth = (posWidth + negWidth)>>1; if (xaxis) { ent->r.currentOrigin[0] = ent->r.currentOrigin[0] - negWidth + halfWidth; } else { ent->r.currentOrigin[1] = ent->r.currentOrigin[1] - negWidth + halfWidth; } ent->r.currentOrigin[2] += (height>>1); // set entity's mins and maxs to new values, make it solid, and link it if (xaxis) { VectorSet(ent->r.mins, -halfWidth, -SHIELD_HALFTHICKNESS, -(height>>1)); VectorSet(ent->r.maxs, halfWidth, SHIELD_HALFTHICKNESS, height>>1); } else { VectorSet(ent->r.mins, -SHIELD_HALFTHICKNESS, -halfWidth, -(height>>1)); VectorSet(ent->r.maxs, SHIELD_HALFTHICKNESS, halfWidth, height); } ent->clipmask = MASK_SHOT; // Information for shield rendering. // xaxis - 1 bit // height - 0-254 8 bits // posWidth - 0-255 8 bits // negWidth - 0 - 255 8 bits paramData = (xaxis << 24) | (height << 16) | (posWidth << 8) | (negWidth); ent->s.time2 = paramData; if ( g_gametype.integer == GT_SIEGE ) { ent->health = ceil((float)(SHIELD_SIEGE_HEALTH*1)); } else { ent->health = ceil((float)(SHIELD_HEALTH*1)); } ent->s.time = ent->health;//??? ent->pain = ShieldPain; ent->die = ShieldDie; ent->touch = ShieldTouch; // see if we're valid trap_Trace (&tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ent->s.number, CONTENTS_BODY ); if (tr.startsolid) { // Something in the way! // make the shield non-solid very briefly ent->r.contents = 0; ent->s.eFlags |= EF_NODRAW; // nextthink needs to have a large enough interval to avoid excess accumulation of Activate messages ent->nextthink = level.time + 200; ent->think = ShieldGoSolid; ent->takedamage = qfalse; trap_LinkEntity(ent); } else { // Get solid. ent->r.contents = CONTENTS_PLAYERCLIP|CONTENTS_SHOTCLIP;//CONTENTS_SOLID; ent->nextthink = level.time; ent->think = ShieldThink; ent->takedamage = qtrue; trap_LinkEntity(ent); // Play raising sound... G_AddEvent(ent, EV_GENERAL_SOUND, shieldActivateSound); ent->s.loopSound = shieldLoopSound; ent->s.loopIsSoundset = qfalse; } ShieldGoSolid(ent); return; } qboolean PlaceShield(gentity_t *playerent) { static const gitem_t *shieldItem = NULL; gentity_t *shield = NULL; trace_t tr; vec3_t fwd, pos, dest, mins = {-4,-4, 0}, maxs = {4,4,4}; if (shieldAttachSound==0) { shieldLoopSound = G_SoundIndex("sound/movers/doors/forcefield_lp.wav"); shieldAttachSound = G_SoundIndex("sound/weapons/detpack/stick.wav"); shieldActivateSound = G_SoundIndex("sound/movers/doors/forcefield_on.wav"); shieldDeactivateSound = G_SoundIndex("sound/movers/doors/forcefield_off.wav"); shieldDamageSound = G_SoundIndex("sound/effects/bumpfield.wav"); shieldItem = BG_FindItemForHoldable(HI_SHIELD); } // can we place this in front of us? AngleVectors (playerent->client->ps.viewangles, fwd, NULL, NULL); fwd[2] = 0; VectorMA(playerent->client->ps.origin, SHIELD_PLACEDIST, fwd, dest); trap_Trace (&tr, playerent->client->ps.origin, mins, maxs, dest, playerent->s.number, MASK_SHOT ); if (tr.fraction > 0.9) {//room in front VectorCopy(tr.endpos, pos); // drop to floor VectorSet( dest, pos[0], pos[1], pos[2] - 4096 ); trap_Trace( &tr, pos, mins, maxs, dest, playerent->s.number, MASK_SOLID ); if ( !tr.startsolid && !tr.allsolid ) { // got enough room so place the portable shield shield = G_Spawn(); // Figure out what direction the shield is facing. if (fabs(fwd[0]) > fabs(fwd[1])) { // shield is north/south, facing east. shield->s.angles[YAW] = 0; } else { // shield is along the east/west axis, facing north shield->s.angles[YAW] = 90; } shield->think = CreateShield; shield->nextthink = level.time + 500; // power up after .5 seconds shield->parent = playerent; // Set team number. shield->s.otherEntityNum2 = playerent->client->sess.sessionTeam; shield->s.eType = ET_SPECIAL; shield->s.modelindex = HI_SHIELD; // this'll be used in CG_Useable() for rendering. shield->classname = shieldItem->classname; shield->r.contents = CONTENTS_TRIGGER; shield->touch = 0; // using an item causes it to respawn shield->use = 0; //Use_Item; // allow to ride movers shield->s.groundEntityNum = tr.entityNum; G_SetOrigin( shield, tr.endpos ); shield->s.eFlags &= ~EF_NODRAW; shield->r.svFlags &= ~SVF_NOCLIENT; trap_LinkEntity (shield); shield->s.owner = playerent->s.number; shield->s.shouldtarget = qtrue; if (g_gametype.integer >= GT_TEAM) { shield->s.teamowner = playerent->client->sess.sessionTeam; } else { shield->s.teamowner = 16; } // Play placing sound... G_AddEvent(shield, EV_GENERAL_SOUND, shieldAttachSound); return qtrue; } } // no room return qfalse; } void ItemUse_Binoculars(gentity_t *ent) { if (!ent || !ent->client) { return; } if (ent->client->ps.weaponstate != WEAPON_READY) { //So we can't fool it and reactivate while switching to the saber or something. return; } /* if (ent->client->ps.weapon == WP_SABER) { //No. return; } */ if (ent->client->ps.zoomMode == 0) // not zoomed or currently zoomed with the disruptor { ent->client->ps.zoomMode = 2; ent->client->ps.zoomLocked = qfalse; ent->client->ps.zoomFov = 40.0f; } else if (ent->client->ps.zoomMode == 2) { ent->client->ps.zoomMode = 0; ent->client->ps.zoomTime = level.time; } } void ItemUse_Shield(gentity_t *ent) { PlaceShield(ent); } //-------------------------- // PERSONAL ASSAULT SENTRY //-------------------------- #define PAS_DAMAGE 2 void SentryTouch(gentity_t *ent, gentity_t *other, trace_t *trace) { return; } //---------------------------------------------------------------- void pas_fire( gentity_t *ent ) //---------------------------------------------------------------- { vec3_t fwd, myOrg, enOrg; VectorCopy(ent->r.currentOrigin, myOrg); myOrg[2] += 24; VectorCopy(ent->enemy->client->ps.origin, enOrg); enOrg[2] += 24; VectorSubtract(enOrg, myOrg, fwd); VectorNormalize(fwd); myOrg[0] += fwd[0]*16; myOrg[1] += fwd[1]*16; myOrg[2] += fwd[2]*16; WP_FireTurretMissile(&g_entities[ent->genericValue3], myOrg, fwd, qfalse, 10, 2300, MOD_SENTRY, ent ); G_RunObject(ent); } #define TURRET_RADIUS 800 //----------------------------------------------------- static qboolean pas_find_enemies( gentity_t *self ) //----------------------------------------------------- { qboolean found = qfalse; int count, i; float bestDist = TURRET_RADIUS*TURRET_RADIUS; float enemyDist; vec3_t enemyDir, org, org2; gentity_t *entity_list[MAX_GENTITIES], *target; trace_t tr; if ( self->aimDebounceTime > level.time ) // time since we've been shut off { // We were active and alert, i.e. had an enemy in the last 3 secs if ( self->painDebounceTime < level.time ) { G_Sound(self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/ping.wav" )); self->painDebounceTime = level.time + 1000; } } VectorCopy(self->s.pos.trBase, org2); count = G_RadiusList( org2, TURRET_RADIUS, self, qtrue, entity_list ); for ( i = 0; i < count; i++ ) { target = entity_list[i]; if ( !target->client ) { continue; } if ( target == self || !target->takedamage || target->health <= 0 || ( target->flags & FL_NOTARGET )) { continue; } if ( self->alliedTeam && target->client->sess.sessionTeam == self->alliedTeam ) { continue; } if (self->genericValue3 == target->s.number) { continue; } if ( !trap_InPVS( org2, target->r.currentOrigin )) { continue; } if (target->s.eType == ET_NPC && target->s.NPC_class == CLASS_VEHICLE) { //don't get mad at vehicles, silly. continue; } if ( target->client ) { VectorCopy( target->client->ps.origin, org ); } else { VectorCopy( target->r.currentOrigin, org ); } trap_Trace( &tr, org2, NULL, NULL, org, self->s.number, MASK_SHOT ); if ( !tr.allsolid && !tr.startsolid && ( tr.fraction == 1.0 || tr.entityNum == target->s.number )) { // Only acquire if have a clear shot, Is it in range and closer than our best? VectorSubtract( target->r.currentOrigin, self->r.currentOrigin, enemyDir ); enemyDist = VectorLengthSquared( enemyDir ); if ( enemyDist < bestDist )// all things equal, keep current { if ( self->attackDebounceTime + 100 < level.time ) { // We haven't fired or acquired an enemy in the last 2 seconds-start-up sound G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/chars/turret/startup.wav" )); // Wind up turrets for a bit self->attackDebounceTime = level.time + 900 + random() * 200; } G_SetEnemy( self, target ); bestDist = enemyDist; found = qtrue; } } } return found; } //--------------------------------- void pas_adjust_enemy( gentity_t *ent ) //--------------------------------- { trace_t tr; qboolean keep = qtrue; if ( ent->enemy->health <= 0 ) { keep = qfalse; } else { vec3_t org, org2; VectorCopy(ent->s.pos.trBase, org2); if ( ent->enemy->client ) { VectorCopy( ent->enemy->client->ps.origin, org ); org[2] -= 15; } else { VectorCopy( ent->enemy->r.currentOrigin, org ); } trap_Trace( &tr, org2, NULL, NULL, org, ent->s.number, MASK_SHOT ); if ( tr.allsolid || tr.startsolid || tr.fraction < 0.9f || tr.entityNum == ent->s.number ) { if (tr.entityNum != ent->enemy->s.number) { // trace failed keep = qfalse; } } } if ( keep ) { //ent->bounceCount = level.time + 500 + random() * 150; } else if ( ent->bounceCount < level.time && ent->enemy ) // don't ping pong on and off { ent->enemy = NULL; // shut-down sound G_Sound( ent, CHAN_BODY, G_SoundIndex( "sound/chars/turret/shutdown.wav" )); ent->bounceCount = level.time + 500 + random() * 150; // make turret play ping sound for 5 seconds ent->aimDebounceTime = level.time + 5000; } } #define TURRET_DEATH_DELAY 2000 #define TURRET_LIFETIME 60000 void turret_die(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod); void sentryExpire(gentity_t *self) { turret_die(self, self, self, 1000, MOD_UNKNOWN); } //--------------------------------- void pas_think( gentity_t *ent ) //--------------------------------- { qboolean moved; float diffYaw, diffPitch; vec3_t enemyDir, org; vec3_t frontAngles, backAngles; vec3_t desiredAngles; int iEntityList[MAX_GENTITIES]; int numListedEntities; int i = 0; qboolean clTrapped = qfalse; vec3_t testMins, testMaxs; testMins[0] = ent->r.currentOrigin[0] + ent->r.mins[0]+4; testMins[1] = ent->r.currentOrigin[1] + ent->r.mins[1]+4; testMins[2] = ent->r.currentOrigin[2] + ent->r.mins[2]+4; testMaxs[0] = ent->r.currentOrigin[0] + ent->r.maxs[0]-4; testMaxs[1] = ent->r.currentOrigin[1] + ent->r.maxs[1]-4; testMaxs[2] = ent->r.currentOrigin[2] + ent->r.maxs[2]-4; numListedEntities = trap_EntitiesInBox( testMins, testMaxs, iEntityList, MAX_GENTITIES ); while (i < numListedEntities) { if (iEntityList[i] < MAX_CLIENTS) { //client stuck inside me. go nonsolid. int clNum = iEntityList[i]; numListedEntities = trap_EntitiesInBox( g_entities[clNum].r.absmin, g_entities[clNum].r.absmax, iEntityList, MAX_GENTITIES ); i = 0; while (i < numListedEntities) { if (iEntityList[i] == ent->s.number) { clTrapped = qtrue; break; } i++; } break; } i++; } if (clTrapped) { ent->r.contents = 0; ent->s.fireflag = 0; ent->nextthink = level.time + FRAMETIME; return; } else { ent->r.contents = CONTENTS_SOLID; } if (!g_entities[ent->genericValue3].inuse || !g_entities[ent->genericValue3].client || g_entities[ent->genericValue3].client->sess.sessionTeam != ent->genericValue2) { ent->think = G_FreeEntity; ent->nextthink = level.time; return; } // G_RunObject(ent); if ( !ent->damage ) { ent->damage = 1; ent->nextthink = level.time + FRAMETIME; return; } if ((ent->genericValue8+TURRET_LIFETIME) < level.time) { G_Sound( ent, CHAN_BODY, G_SoundIndex( "sound/chars/turret/shutdown.wav" )); ent->s.bolt2 = ENTITYNUM_NONE; ent->s.fireflag = 2; ent->think = sentryExpire; ent->nextthink = level.time + TURRET_DEATH_DELAY; return; } ent->nextthink = level.time + FRAMETIME; if ( ent->enemy ) { // make sure that the enemy is still valid pas_adjust_enemy( ent ); } if (ent->enemy) { if (!ent->enemy->client) { ent->enemy = NULL; } else if (ent->enemy->s.number == ent->s.number) { ent->enemy = NULL; } else if (ent->enemy->health < 1) { ent->enemy = NULL; } } if ( !ent->enemy ) { pas_find_enemies( ent ); } if (ent->enemy) { ent->s.bolt2 = ent->enemy->s.number; } else { ent->s.bolt2 = ENTITYNUM_NONE; } moved = qfalse; diffYaw = 0.0f; diffPitch = 0.0f; ent->speed = AngleNormalize360( ent->speed ); ent->random = AngleNormalize360( ent->random ); if ( ent->enemy ) { // ...then we'll calculate what new aim adjustments we should attempt to make this frame // Aim at enemy if ( ent->enemy->client ) { VectorCopy( ent->enemy->client->ps.origin, org ); } else { VectorCopy( ent->enemy->r.currentOrigin, org ); } VectorSubtract( org, ent->r.currentOrigin, enemyDir ); vectoangles( enemyDir, desiredAngles ); diffYaw = AngleSubtract( ent->speed, desiredAngles[YAW] ); diffPitch = AngleSubtract( ent->random, desiredAngles[PITCH] ); } else { // no enemy, so make us slowly sweep back and forth as if searching for a new one diffYaw = sin( level.time * 0.0001f + ent->count ) * 2.0f; } if ( fabs(diffYaw) > 0.25f ) { moved = qtrue; if ( fabs(diffYaw) > 10.0f ) { // cap max speed ent->speed += (diffYaw > 0.0f) ? -10.0f : 10.0f; } else { // small enough ent->speed -= diffYaw; } } if ( fabs(diffPitch) > 0.25f ) { moved = qtrue; if ( fabs(diffPitch) > 4.0f ) { // cap max speed ent->random += (diffPitch > 0.0f) ? -4.0f : 4.0f; } else { // small enough ent->random -= diffPitch; } } // the bone axes are messed up, so hence some dumbness here VectorSet( frontAngles, -ent->random, 0.0f, 0.0f ); VectorSet( backAngles, 0.0f, 0.0f, ent->speed ); if ( moved ) { //ent->s.loopSound = G_SoundIndex( "sound/chars/turret/move.wav" ); } else { ent->s.loopSound = 0; ent->s.loopIsSoundset = qfalse; } if ( ent->enemy && ent->attackDebounceTime < level.time ) { ent->count--; if ( ent->count ) { pas_fire( ent ); ent->s.fireflag = 1; ent->attackDebounceTime = level.time + 200; } else { //ent->nextthink = 0; G_Sound( ent, CHAN_BODY, G_SoundIndex( "sound/chars/turret/shutdown.wav" )); ent->s.bolt2 = ENTITYNUM_NONE; ent->s.fireflag = 2; ent->think = sentryExpire; ent->nextthink = level.time + TURRET_DEATH_DELAY; } } else { ent->s.fireflag = 0; } } //------------------------------------------------------------------------------------------------------------ void turret_die(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) //------------------------------------------------------------------------------------------------------------ { // Turn off the thinking of the base & use it's targets self->think = 0;//NULL; self->use = 0;//NULL; if ( self->target ) { G_UseTargets( self, attacker ); } if (!g_entities[self->genericValue3].inuse || !g_entities[self->genericValue3].client) { G_FreeEntity(self); return; } // clear my data self->die = 0;//NULL; self->takedamage = qfalse; self->health = 0; // hack the effect angle so that explode death can orient the effect properly VectorSet( self->s.angles, 0, 0, 1 ); G_PlayEffect(EFFECT_EXPLOSION_PAS, self->s.pos.trBase, self->s.angles); G_RadiusDamage(self->s.pos.trBase, &g_entities[self->genericValue3], 30, 256, self, self, MOD_UNKNOWN); g_entities[self->genericValue3].client->ps.fd.sentryDeployed = qfalse; //ExplodeDeath( self ); G_FreeEntity( self ); } #define TURRET_AMMO_COUNT 40 //--------------------------------- void SP_PAS( gentity_t *base ) //--------------------------------- { if ( base->count == 0 ) { // give ammo base->count = TURRET_AMMO_COUNT; } base->s.bolt1 = 1; //This is a sort of hack to indicate that this model needs special turret things done to it base->s.bolt2 = ENTITYNUM_NONE; //store our current enemy index base->damage = 0; // start animation flag VectorSet( base->r.mins, -8, -8, 0 ); VectorSet( base->r.maxs, 8, 8, 24 ); G_RunObject(base); base->think = pas_think; base->nextthink = level.time + FRAMETIME; if ( !base->health ) { base->health = 50; } base->takedamage = qtrue; base->die = turret_die; base->physicsObject = qtrue; G_Sound( base, CHAN_BODY, G_SoundIndex( "sound/chars/turret/startup.wav" )); } //------------------------------------------------------------------------ void ItemUse_Sentry( gentity_t *ent ) //------------------------------------------------------------------------ { vec3_t fwd, fwdorg; vec3_t yawonly; vec3_t mins, maxs; gentity_t *sentry; if (!ent || !ent->client) { return; } VectorSet( mins, -8, -8, 0 ); VectorSet( maxs, 8, 8, 24 ); yawonly[ROLL] = 0; yawonly[PITCH] = 0; yawonly[YAW] = ent->client->ps.viewangles[YAW]; AngleVectors(yawonly, fwd, NULL, NULL); fwdorg[0] = ent->client->ps.origin[0] + fwd[0]*64; fwdorg[1] = ent->client->ps.origin[1] + fwd[1]*64; fwdorg[2] = ent->client->ps.origin[2] + fwd[2]*64; sentry = G_Spawn(); sentry->classname = "sentryGun"; sentry->s.modelindex = G_ModelIndex("models/items/psgun.glm"); //replace ASAP sentry->s.g2radius = 30.0f; sentry->s.modelGhoul2 = 1; G_SetOrigin(sentry, fwdorg); sentry->parent = ent; sentry->r.contents = CONTENTS_SOLID; sentry->s.solid = 2; sentry->clipmask = MASK_SOLID; VectorCopy(mins, sentry->r.mins); VectorCopy(maxs, sentry->r.maxs); sentry->genericValue3 = ent->s.number; sentry->genericValue2 = ent->client->sess.sessionTeam; //so we can remove ourself if our owner changes teams sentry->r.absmin[0] = sentry->s.pos.trBase[0] + sentry->r.mins[0]; sentry->r.absmin[1] = sentry->s.pos.trBase[1] + sentry->r.mins[1]; sentry->r.absmin[2] = sentry->s.pos.trBase[2] + sentry->r.mins[2]; sentry->r.absmax[0] = sentry->s.pos.trBase[0] + sentry->r.maxs[0]; sentry->r.absmax[1] = sentry->s.pos.trBase[1] + sentry->r.maxs[1]; sentry->r.absmax[2] = sentry->s.pos.trBase[2] + sentry->r.maxs[2]; sentry->s.eType = ET_GENERAL; sentry->s.pos.trType = TR_GRAVITY;//STATIONARY; sentry->s.pos.trTime = level.time; sentry->touch = SentryTouch; sentry->nextthink = level.time; sentry->genericValue4 = ENTITYNUM_NONE; //genericValue4 used as enemy index sentry->genericValue5 = 1000; sentry->genericValue8 = level.time; sentry->alliedTeam = ent->client->sess.sessionTeam; ent->client->ps.fd.sentryDeployed = qtrue; trap_LinkEntity(sentry); sentry->s.owner = ent->s.number; sentry->s.shouldtarget = qtrue; if (g_gametype.integer >= GT_TEAM) { sentry->s.teamowner = ent->client->sess.sessionTeam; } else { sentry->s.teamowner = 16; } SP_PAS( sentry ); } extern gentity_t *NPC_SpawnType( gentity_t *ent, char *npc_type, char *targetname, qboolean isVehicle ); void ItemUse_Seeker(gentity_t *ent) { if ( g_gametype.integer == GT_SIEGE && d_siegeSeekerNPC.integer ) {//actualy spawn a remote NPC gentity_t *remote = NPC_SpawnType( ent, "remote", NULL, qfalse ); if ( remote && remote->client ) {//set it to my team remote->s.owner = remote->r.ownerNum = ent->s.number; remote->activator = ent; if ( ent->client->sess.sessionTeam == TEAM_BLUE ) { remote->client->playerTeam = NPCTEAM_PLAYER; } else if ( ent->client->sess.sessionTeam == TEAM_RED ) { remote->client->playerTeam = NPCTEAM_ENEMY; } else { remote->client->playerTeam = NPCTEAM_NEUTRAL; } } } else { ent->client->ps.eFlags |= EF_SEEKERDRONE; ent->client->ps.droneExistTime = level.time + 30000; ent->client->ps.droneFireTime = level.time + 1500; } } static void MedPackGive(gentity_t *ent, int amount) { if (!ent || !ent->client) { return; } if (ent->health <= 0 || ent->client->ps.stats[STAT_HEALTH] <= 0 || (ent->client->ps.eFlags & EF_DEAD)) { return; } if (ent->health >= ent->client->ps.stats[STAT_MAX_HEALTH]) { return; } ent->health += amount; if (ent->health > ent->client->ps.stats[STAT_MAX_HEALTH]) { ent->health = ent->client->ps.stats[STAT_MAX_HEALTH]; } } void ItemUse_MedPack_Big(gentity_t *ent) { MedPackGive(ent, MAX_MEDPACK_BIG_HEAL_AMOUNT); } void ItemUse_MedPack(gentity_t *ent) { MedPackGive(ent, MAX_MEDPACK_HEAL_AMOUNT); } #define JETPACK_TOGGLE_TIME 1000 void Jetpack_Off(gentity_t *ent) { //create effects? assert(ent && ent->client); if (!ent->client->jetPackOn) { //aready off return; } ent->client->jetPackOn = qfalse; } void Jetpack_On(gentity_t *ent) { //create effects? assert(ent && ent->client); if (ent->client->jetPackOn) { //aready on return; } if (ent->client->ps.fd.forceGripBeingGripped >= level.time) { //can't turn on during grip interval return; } if (ent->client->ps.fallingToDeath) { //too late! return; } G_Sound(ent, CHAN_AUTO, G_SoundIndex("sound/boba/JETON")); ent->client->jetPackOn = qtrue; } void ItemUse_Jetpack( gentity_t *ent ) { assert(ent && ent->client); if (ent->client->jetPackToggleTime >= level.time) { return; } if (ent->health <= 0 || ent->client->ps.stats[STAT_HEALTH] <= 0 || (ent->client->ps.eFlags & EF_DEAD) || ent->client->ps.pm_type == PM_DEAD) { //can't use it when dead under any circumstances. return; } if (!ent->client->jetPackOn && ent->client->ps.jetpackFuel < 5) { //too low on fuel to start it up return; } if (ent->client->jetPackOn) { Jetpack_Off(ent); } else { Jetpack_On(ent); } ent->client->jetPackToggleTime = level.time + JETPACK_TOGGLE_TIME; } #define CLOAK_TOGGLE_TIME 1000 extern void Jedi_Cloak( gentity_t *self ); extern void Jedi_Decloak( gentity_t *self ); void ItemUse_UseCloak( gentity_t *ent ) { assert(ent && ent->client); if (ent->client->cloakToggleTime >= level.time) { return; } if (ent->health <= 0 || ent->client->ps.stats[STAT_HEALTH] <= 0 || (ent->client->ps.eFlags & EF_DEAD) || ent->client->ps.pm_type == PM_DEAD) { //can't use it when dead under any circumstances. return; } if (!ent->client->ps.powerups[PW_CLOAKED] && ent->client->ps.cloakFuel < 5) { //too low on fuel to start it up return; } if ( ent->client->ps.powerups[PW_CLOAKED] ) {//decloak Jedi_Decloak( ent ); } else {//cloak Jedi_Cloak( ent ); } ent->client->cloakToggleTime = level.time + CLOAK_TOGGLE_TIME; } #define TOSSED_ITEM_STAY_PERIOD 20000 #define TOSSED_ITEM_OWNER_NOTOUCH_DUR 1000 void SpecialItemThink(gentity_t *ent) { float gravity = 3.0f; float mass = 0.09f; float bounce = 1.1f; if (ent->genericValue5 < level.time) { ent->think = G_FreeEntity; ent->nextthink = level.time; return; } G_RunExPhys(ent, gravity, mass, bounce, qfalse, NULL, 0); VectorCopy(ent->r.currentOrigin, ent->s.origin); ent->nextthink = level.time + 50; } void G_SpecialSpawnItem(gentity_t *ent, gitem_t *item) { RegisterItem( item ); ent->item = item; //go away if no one wants me ent->genericValue5 = level.time + TOSSED_ITEM_STAY_PERIOD; ent->think = SpecialItemThink; ent->nextthink = level.time + 50; ent->clipmask = MASK_SOLID; ent->physicsBounce = 0.50; // items are bouncy VectorSet (ent->r.mins, -8, -8, -0); VectorSet (ent->r.maxs, 8, 8, 16); ent->s.eType = ET_ITEM; ent->s.modelindex = ent->item - bg_itemlist; // store item number in modelindex ent->r.contents = CONTENTS_TRIGGER; ent->touch = Touch_Item; //can't touch owner for x seconds ent->genericValue11 = ent->r.ownerNum; ent->genericValue10 = level.time + TOSSED_ITEM_OWNER_NOTOUCH_DUR; //so we know to remove when picked up, not respawn ent->genericValue9 = 1; //kind of a lame value to use, but oh well. This means don't //pick up this item clientside with prediction, because we //aren't sending over all the data necessary for the player //to know if he can. ent->s.brokenLimbs = 1; //since it uses my server-only physics ent->s.eFlags |= EF_CLIENTSMOOTH; } #define DISP_HEALTH_ITEM "item_medpak_instant" #define DISP_AMMO_ITEM "ammo_all" void G_PrecacheDispensers(void) { gitem_t *item; item = BG_FindItem(DISP_HEALTH_ITEM); if (item) { RegisterItem(item); } item = BG_FindItem(DISP_AMMO_ITEM); if (item) { RegisterItem(item); } } void ItemUse_UseDisp(gentity_t *ent, int type) { gitem_t *item = NULL; gentity_t *eItem; if (!ent->client || ent->client->tossableItemDebounce > level.time) { //can't use it again yet return; } if (ent->client->ps.weaponTime > 0 || ent->client->ps.forceHandExtend != HANDEXTEND_NONE) { //busy doing something else return; } ent->client->tossableItemDebounce = level.time + TOSS_DEBOUNCE_TIME; if (type == HI_HEALTHDISP) { item = BG_FindItem(DISP_HEALTH_ITEM); } else { item = BG_FindItem(DISP_AMMO_ITEM); } if (item) { vec3_t fwd, pos; gentity_t *te; eItem = G_Spawn(); eItem->r.ownerNum = ent->s.number; eItem->classname = item->classname; VectorCopy(ent->client->ps.origin, pos); pos[2] += ent->client->ps.viewheight; G_SetOrigin(eItem, pos); VectorCopy(eItem->r.currentOrigin, eItem->s.origin); trap_LinkEntity(eItem); G_SpecialSpawnItem(eItem, item); AngleVectors(ent->client->ps.viewangles, fwd, NULL, NULL); VectorScale(fwd, 128.0f, eItem->epVelocity); eItem->epVelocity[2] = 16.0f; // G_SetAnim( ent, NULL, SETANIM_TORSO, BOTH_THERMAL_THROW, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD, 0 ); te = G_TempEntity( ent->client->ps.origin, EV_LOCALTIMER ); te->s.time = level.time; te->s.time2 = TOSS_DEBOUNCE_TIME; te->s.owner = ent->client->ps.clientNum; } } //=============================================== //Portable E-Web -rww //=============================================== //put the e-web away/remove it from the owner void EWebDisattach(gentity_t *owner, gentity_t *eweb) { owner->client->ewebIndex = 0; owner->client->ps.emplacedIndex = 0; if (owner->health > 0) { owner->client->ps.stats[STAT_WEAPONS] = eweb->genericValue11; } else { owner->client->ps.stats[STAT_WEAPONS] = 0; } eweb->think = G_FreeEntity; eweb->nextthink = level.time; } //precache misc e-web assets void EWebPrecache(void) { RegisterItem( BG_FindItemForWeapon(WP_TURRET) ); G_EffectIndex("detpack/explosion.efx"); G_EffectIndex("turret/muzzle_flash.efx"); } //e-web death #define EWEB_DEATH_RADIUS 128 #define EWEB_DEATH_DMG 90 #include "../namespace_begin.h" extern void BG_CycleInven(playerState_t *ps, int direction); //bg_misc.c #include "../namespace_end.h" void EWebDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) { vec3_t fxDir; G_RadiusDamage(self->r.currentOrigin, self, EWEB_DEATH_DMG, EWEB_DEATH_RADIUS, self, self, MOD_SUICIDE); VectorSet(fxDir, 1.0f, 0.0f, 0.0f); G_PlayEffect(EFFECT_EXPLOSION_DETPACK, self->r.currentOrigin, fxDir); if (self->r.ownerNum != ENTITYNUM_NONE) { gentity_t *owner = &g_entities[self->r.ownerNum]; if (owner->inuse && owner->client) { EWebDisattach(owner, self); //make sure it resets next time we spawn one in case we someone obtain one before death owner->client->ewebHealth = -1; //take it away from him, it is gone forever. owner->client->ps.stats[STAT_HOLDABLE_ITEMS] &= ~(1<client->ps.stats[STAT_HOLDABLE_ITEM] > 0 && bg_itemlist[owner->client->ps.stats[STAT_HOLDABLE_ITEM]].giType == IT_HOLDABLE && bg_itemlist[owner->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_EWEB) { //he has it selected so deselect it and select the first thing available owner->client->ps.stats[STAT_HOLDABLE_ITEM] = 0; BG_CycleInven(&owner->client->ps, 1); } } } } //e-web pain void EWebPain(gentity_t *self, gentity_t *attacker, int damage) { //update the owner's health status of me if (self->r.ownerNum != ENTITYNUM_NONE) { gentity_t *owner = &g_entities[self->r.ownerNum]; if (owner->inuse && owner->client) { owner->client->ewebHealth = self->health; } } } //special routine for tracking angles between client and server void EWeb_SetBoneAngles(gentity_t *ent, char *bone, vec3_t angles) { #ifdef _XBOX byte *thebone = &ent->s.boneIndex1; byte *firstFree = NULL; #else int *thebone = &ent->s.boneIndex1; int *firstFree = NULL; #endif int i = 0; int boneIndex = G_BoneIndex(bone); int flags, up, right, forward; vec3_t *boneVector = &ent->s.boneAngles1; vec3_t *freeBoneVec = NULL; while (thebone) { if (!*thebone && !firstFree) { //if the value is 0 then this index is clear, we can use it if we don't find the bone we want already existing. firstFree = thebone; freeBoneVec = boneVector; } else if (*thebone) { if (*thebone == boneIndex) { //this is it break; } } switch (i) { case 0: thebone = &ent->s.boneIndex2; boneVector = &ent->s.boneAngles2; break; case 1: thebone = &ent->s.boneIndex3; boneVector = &ent->s.boneAngles3; break; case 2: thebone = &ent->s.boneIndex4; boneVector = &ent->s.boneAngles4; break; default: thebone = NULL; boneVector = NULL; break; } i++; } if (!thebone) { //didn't find it, create it if (!firstFree) { //no free bones.. can't do a thing then. Com_Printf("WARNING: E-Web has no free bone indexes\n"); return; } thebone = firstFree; *thebone = boneIndex; boneVector = freeBoneVec; } //If we got here then we have a vector and an index. //Copy the angles over the vector in the entitystate, so we can use the corresponding index //to set the bone angles on the client. VectorCopy(angles, *boneVector); //Now set the angles on our server instance if we have one. if (!ent->ghoul2) { return; } flags = BONE_ANGLES_POSTMULT; up = POSITIVE_Y; right = NEGATIVE_Z; forward = NEGATIVE_X; //first 3 bits is forward, second 3 bits is right, third 3 bits is up ent->s.boneOrient = ((forward)|(right<<3)|(up<<6)); trap_G2API_SetBoneAngles( ent->ghoul2, 0, bone, angles, flags, up, right, forward, NULL, 100, level.time ); } //start an animation on model_root both server side and client side void EWeb_SetBoneAnim(gentity_t *eweb, int startFrame, int endFrame) { //set info on the entity so it knows to start the anim on the client next snapshot. eweb->s.eFlags |= EF_G2ANIMATING; if (eweb->s.torsoAnim == startFrame && eweb->s.legsAnim == endFrame) { //already playing this anim, let's flag it to restart eweb->s.torsoFlip = !eweb->s.torsoFlip; } else { eweb->s.torsoAnim = startFrame; eweb->s.legsAnim = endFrame; } //now set the animation on the server ghoul2 instance. assert(eweb->ghoul2); trap_G2API_SetBoneAnim(eweb->ghoul2, 0, "model_root", startFrame, endFrame, (BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND), 1.0f, level.time, -1, 100); } //fire a shot off #define EWEB_MISSILE_DAMAGE 20 void EWebFire(gentity_t *owner, gentity_t *eweb) { mdxaBone_t boltMatrix; gentity_t *missile; vec3_t p, d, bPoint; if (eweb->genericValue10 == -1) { //oh no assert(!"Bad e-web bolt"); return; } //get the muzzle point trap_G2API_GetBoltMatrix(eweb->ghoul2, 0, eweb->genericValue10, &boltMatrix, eweb->s.apos.trBase, eweb->r.currentOrigin, level.time, NULL, eweb->modelScale); BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, p); BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, d); //Start the thing backwards into the bounding box so it can't start inside other solid things VectorMA(p, -16.0f, d, bPoint); //create the missile missile = CreateMissile( bPoint, d, 1200.0f, 10000, owner, qfalse ); missile->classname = "generic_proj"; missile->s.weapon = WP_TURRET; missile->damage = EWEB_MISSILE_DAMAGE; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_TURBLAST; missile->clipmask = (MASK_SHOT|CONTENTS_LIGHTSABER); //ignore the e-web entity missile->passThroughNum = eweb->s.number+1; //times it can bounce before it dies missile->bounceCount = 8; //play the muzzle flash vectoangles(d, d); G_PlayEffectID(G_EffectIndex("turret/muzzle_flash.efx"), p, d); } //lock the owner into place relative to the cannon pos void EWebPositionUser(gentity_t *owner, gentity_t *eweb) { mdxaBone_t boltMatrix; vec3_t p, d; trace_t tr; trap_G2API_GetBoltMatrix(eweb->ghoul2, 0, eweb->genericValue9, &boltMatrix, eweb->s.apos.trBase, eweb->r.currentOrigin, level.time, NULL, eweb->modelScale); BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, p); BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_X, d); VectorMA(p, 32.0f, d, p); p[2] = eweb->r.currentOrigin[2]; p[2] += 4.0f; trap_Trace(&tr, owner->client->ps.origin, owner->r.mins, owner->r.maxs, p, owner->s.number, MASK_PLAYERSOLID); if (!tr.startsolid && !tr.allsolid && tr.fraction == 1.0f) { //all clear, we can move there vec3_t pDown; VectorCopy(p, pDown); pDown[2] -= 7.0f; trap_Trace(&tr, p, owner->r.mins, owner->r.maxs, pDown, owner->s.number, MASK_PLAYERSOLID); if (!tr.startsolid && !tr.allsolid) { VectorSubtract(owner->client->ps.origin, tr.endpos, d); if (VectorLength(d) > 1.0f) { //we moved, do some animating vec3_t dAng; int aFlags = SETANIM_FLAG_HOLD; vectoangles(d, dAng); dAng[YAW] = AngleSubtract(owner->client->ps.viewangles[YAW], dAng[YAW]); if (dAng[YAW] > 0.0f) { if (owner->client->ps.legsAnim == BOTH_STRAFE_RIGHT1) { //reset to change direction aFlags |= SETANIM_FLAG_OVERRIDE; } G_SetAnim(owner, &owner->client->pers.cmd, SETANIM_LEGS, BOTH_STRAFE_LEFT1, aFlags, 0); } else { if (owner->client->ps.legsAnim == BOTH_STRAFE_LEFT1) { //reset to change direction aFlags |= SETANIM_FLAG_OVERRIDE; } G_SetAnim(owner, &owner->client->pers.cmd, SETANIM_LEGS, BOTH_STRAFE_RIGHT1, aFlags, 0); } } else if (owner->client->ps.legsAnim == BOTH_STRAFE_RIGHT1 || owner->client->ps.legsAnim == BOTH_STRAFE_LEFT1) { //don't keep animating in place owner->client->ps.legsTimer = 0; } G_SetOrigin(owner, tr.endpos); VectorCopy(tr.endpos, owner->client->ps.origin); } } else { //can't move here.. stop using the thing I guess EWebDisattach(owner, eweb); } } //keep the bone angles updated based on the owner's look dir void EWebUpdateBoneAngles(gentity_t *owner, gentity_t *eweb) { vec3_t yAng; float ideal; float incr; const float turnCap = 4.0f; //max degrees we can turn per update VectorClear(yAng); ideal = AngleSubtract(owner->client->ps.viewangles[YAW], eweb->s.angles[YAW]); incr = AngleSubtract(ideal, eweb->angle); if (incr > turnCap) { incr = turnCap; } else if (incr < -turnCap) { incr = -turnCap; } eweb->angle += incr; yAng[0] = eweb->angle; EWeb_SetBoneAngles(eweb, "cannon_Yrot", yAng); EWebPositionUser(owner, eweb); if (!owner->client->ewebIndex) { //was removed during position function return; } VectorClear(yAng); yAng[2] = AngleSubtract(owner->client->ps.viewangles[PITCH], eweb->s.angles[PITCH])*0.8f; EWeb_SetBoneAngles(eweb, "cannon_Xrot", yAng); } //keep it updated #include "../namespace_begin.h" extern int BG_EmplacedView(vec3_t baseAngles, vec3_t angles, float *newYaw, float constraint); //bg_misc.c #include "../namespace_end.h" void EWebThink(gentity_t *self) { qboolean killMe = qfalse; const float gravity = 3.0f; const float mass = 0.09f; const float bounce = 1.1f; if (self->r.ownerNum == ENTITYNUM_NONE) { killMe = qtrue; } else { gentity_t *owner = &g_entities[self->r.ownerNum]; if (!owner->inuse || !owner->client || owner->client->pers.connected != CON_CONNECTED || owner->client->ewebIndex != self->s.number || owner->health < 1) { killMe = qtrue; } else if (owner->client->ps.emplacedIndex != self->s.number) { //just go back to the inventory then EWebDisattach(owner, self); return; } if (!killMe) { float yaw; if (BG_EmplacedView(owner->client->ps.viewangles, self->s.angles, &yaw, self->s.origin2[0])) { owner->client->ps.viewangles[YAW] = yaw; } owner->client->ps.weapon = WP_EMPLACED_GUN; owner->client->ps.stats[STAT_WEAPONS] = WP_EMPLACED_GUN; if (self->genericValue8 < level.time) { //make sure the anim timer is done EWebUpdateBoneAngles(owner, self); if (!owner->client->ewebIndex) { //was removed during position function return; } if (owner->client->pers.cmd.buttons & BUTTON_ATTACK) { if (self->genericValue5 < level.time) { //we can fire another shot off EWebFire(owner, self); //cheap firing anim EWeb_SetBoneAnim(self, 2, 4); self->genericValue3 = 1; //set fire debounce time self->genericValue5 = level.time + 100; } } else if (self->genericValue5 < level.time && self->genericValue3) { //reset the anim back to non-firing EWeb_SetBoneAnim(self, 0, 1); self->genericValue3 = 0; } } } } if (killMe) { //something happened to the owner, let's explode EWebDie(self, self, self, 999, MOD_SUICIDE); return; } //run some physics on it real quick so it falls and stuff properly G_RunExPhys(self, gravity, mass, bounce, qfalse, NULL, 0); self->nextthink = level.time; } #define EWEB_HEALTH 200 //spawn and set up an e-web ent gentity_t *EWeb_Create(gentity_t *spawner) { const char *modelName = "models/map_objects/hoth/eweb_model.glm"; int failSound = G_SoundIndex("sound/interface/shieldcon_empty"); gentity_t *ent; trace_t tr; vec3_t fAng, fwd, pos, downPos, s; vec3_t mins, maxs; VectorSet(mins, -32, -32, -24); VectorSet(maxs, 32, 32, 24); VectorSet(fAng, 0, spawner->client->ps.viewangles[1], 0); AngleVectors(fAng, fwd, 0, 0); VectorCopy(spawner->client->ps.origin, s); //allow some fudge s[2] += 12.0f; VectorMA(s, 48.0f, fwd, pos); trap_Trace(&tr, s, mins, maxs, pos, spawner->s.number, MASK_PLAYERSOLID); if (tr.allsolid || tr.startsolid || tr.fraction != 1.0f) { //can't spawn here, we are in solid G_Sound(spawner, CHAN_AUTO, failSound); return NULL; } ent = G_Spawn(); ent->clipmask = MASK_PLAYERSOLID; ent->r.contents = MASK_PLAYERSOLID; ent->physicsObject = qtrue; //for the sake of being able to differentiate client-side between this and an emplaced gun ent->s.weapon = WP_NONE; VectorCopy(pos, downPos); downPos[2] -= 18.0f; trap_Trace(&tr, pos, mins, maxs, downPos, spawner->s.number, MASK_PLAYERSOLID); if (tr.startsolid || tr.allsolid || tr.fraction == 1.0f || tr.entityNum < ENTITYNUM_WORLD) { //didn't hit ground. G_FreeEntity(ent); G_Sound(spawner, CHAN_AUTO, failSound); return NULL; } VectorCopy(tr.endpos, pos); G_SetOrigin(ent, pos); VectorCopy(fAng, ent->s.apos.trBase); VectorCopy(fAng, ent->r.currentAngles); ent->s.owner = spawner->s.number; ent->s.teamowner = spawner->client->sess.sessionTeam; ent->takedamage = qtrue; if (spawner->client->ewebHealth <= 0) { //refresh the owner's e-web health if its last e-web did not exist or was killed spawner->client->ewebHealth = EWEB_HEALTH; } //resume health of last deployment ent->maxHealth = EWEB_HEALTH; ent->health = spawner->client->ewebHealth; G_ScaleNetHealth(ent); ent->die = EWebDie; ent->pain = EWebPain; ent->think = EWebThink; ent->nextthink = level.time; //set up the g2 model info ent->s.modelGhoul2 = 1; ent->s.g2radius = 128; ent->s.modelindex = G_ModelIndex((char *)modelName); trap_G2API_InitGhoul2Model(&ent->ghoul2, modelName, 0, 0, 0, 0, 0); if (!ent->ghoul2) { //should not happen, but just to be safe. G_FreeEntity(ent); return NULL; } //initialize bone angles EWeb_SetBoneAngles(ent, "cannon_Yrot", vec3_origin); EWeb_SetBoneAngles(ent, "cannon_Xrot", vec3_origin); ent->genericValue10 = trap_G2API_AddBolt(ent->ghoul2, 0, "*cannonflash"); //muzzle bolt ent->genericValue9 = trap_G2API_AddBolt(ent->ghoul2, 0, "cannon_Yrot"); //for placing the owner relative to rotation //set the constraints for this guy as an emplaced weapon, and his constraint angles ent->s.origin2[0] = 360.0f; //360 degrees in either direction VectorCopy(fAng, ent->s.angles); //consider "angle 0" for constraint //angle of y rot bone ent->angle = 0.0f; ent->r.ownerNum = spawner->s.number; trap_LinkEntity(ent); //store off the owner's current weapons, we will be forcing him to use the "emplaced" weapon ent->genericValue11 = spawner->client->ps.stats[STAT_WEAPONS]; //start the "unfolding" anim EWeb_SetBoneAnim(ent, 4, 20); //don't allow use until the anim is done playing (rough time estimate) ent->genericValue8 = level.time + 500; VectorCopy(mins, ent->r.mins); VectorCopy(maxs, ent->r.maxs); return ent; } #define EWEB_USE_DEBOUNCE 1000 //use the e-web void ItemUse_UseEWeb(gentity_t *ent) { if (ent->client->ewebTime > level.time) { //can't use again yet return; } if (ent->client->ps.weaponTime > 0 || ent->client->ps.forceHandExtend != HANDEXTEND_NONE) { //busy doing something else return; } if (ent->client->ps.emplacedIndex && !ent->client->ewebIndex) { //using an emplaced gun already that isn't our own e-web return; } if (ent->client->ewebIndex) { //put it away EWebDisattach(ent, &g_entities[ent->client->ewebIndex]); } else { //create it gentity_t *eweb = EWeb_Create(ent); if (eweb) { //if it's null the thing couldn't spawn (probably no room) ent->client->ewebIndex = eweb->s.number; ent->client->ps.emplacedIndex = eweb->s.number; } } ent->client->ewebTime = level.time + EWEB_USE_DEBOUNCE; } //=============================================== //End E-Web //=============================================== int Pickup_Powerup( gentity_t *ent, gentity_t *other ) { int quantity; int i; gclient_t *client; if ( !other->client->ps.powerups[ent->item->giTag] ) { // round timing to seconds to make multiple powerup timers // count in sync other->client->ps.powerups[ent->item->giTag] = level.time - ( level.time % 1000 ); G_LogWeaponPowerup(other->s.number, ent->item->giTag); } if ( ent->count ) { quantity = ent->count; } else { quantity = ent->item->quantity; } other->client->ps.powerups[ent->item->giTag] += quantity * 1000; if (ent->item->giTag == PW_YSALAMIRI) { other->client->ps.powerups[PW_FORCE_ENLIGHTENED_LIGHT] = 0; other->client->ps.powerups[PW_FORCE_ENLIGHTENED_DARK] = 0; other->client->ps.powerups[PW_FORCE_BOON] = 0; } // give any nearby players a "denied" anti-reward for ( i = 0 ; i < level.maxclients ; i++ ) { vec3_t delta; float len; vec3_t forward; trace_t tr; client = &level.clients[i]; if ( client == other->client ) { continue; } if ( client->pers.connected == CON_DISCONNECTED ) { continue; } if ( client->ps.stats[STAT_HEALTH] <= 0 ) { continue; } // if same team in team game, no sound // cannot use OnSameTeam as it expects to g_entities, not clients if ( g_gametype.integer >= GT_TEAM && other->client->sess.sessionTeam == client->sess.sessionTeam ) { continue; } // if too far away, no sound VectorSubtract( ent->s.pos.trBase, client->ps.origin, delta ); len = VectorNormalize( delta ); if ( len > 192 ) { continue; } // if not facing, no sound AngleVectors( client->ps.viewangles, forward, NULL, NULL ); if ( DotProduct( delta, forward ) < 0.4 ) { continue; } // if not line of sight, no sound trap_Trace( &tr, client->ps.origin, NULL, NULL, ent->s.pos.trBase, ENTITYNUM_NONE, CONTENTS_SOLID ); if ( tr.fraction != 1.0 ) { continue; } // anti-reward client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_DENIEDREWARD; } return RESPAWN_POWERUP; } //====================================================================== int Pickup_Holdable( gentity_t *ent, gentity_t *other ) { other->client->ps.stats[STAT_HOLDABLE_ITEM] = ent->item - bg_itemlist; other->client->ps.stats[STAT_HOLDABLE_ITEMS] |= (1 << ent->item->giTag); G_LogWeaponItem(other->s.number, ent->item->giTag); return adjustRespawnTime(RESPAWN_HOLDABLE, ent->item->giType, ent->item->giTag); } //====================================================================== void Add_Ammo (gentity_t *ent, int weapon, int count) { if ( ent->client->ps.ammo[weapon] < ammoData[weapon].max ) { ent->client->ps.ammo[weapon] += count; if ( ent->client->ps.ammo[weapon] > ammoData[weapon].max ) { ent->client->ps.ammo[weapon] = ammoData[weapon].max; } } } int Pickup_Ammo (gentity_t *ent, gentity_t *other) { int quantity; if ( ent->count ) { quantity = ent->count; } else { quantity = ent->item->quantity; } if (ent->item->giTag == -1) { //an ammo_all, give them a bit of everything if ( g_gametype.integer == GT_SIEGE ) // complaints that siege tech's not giving enough ammo. Does anything else use ammo all? { Add_Ammo(other, AMMO_BLASTER, 100); Add_Ammo(other, AMMO_POWERCELL, 100); Add_Ammo(other, AMMO_METAL_BOLTS, 100); Add_Ammo(other, AMMO_ROCKETS, 5); if (other->client->ps.stats[STAT_WEAPONS] & (1<client->ps.stats[STAT_WEAPONS] & (1<client->ps.stats[STAT_WEAPONS] & (1<item->giTag, quantity); } return adjustRespawnTime(RESPAWN_AMMO, ent->item->giType, ent->item->giTag); } //====================================================================== int Pickup_Weapon (gentity_t *ent, gentity_t *other) { int quantity; if ( ent->count < 0 ) { quantity = 0; // None for you, sir! } else { if ( ent->count ) { quantity = ent->count; } else { quantity = ent->item->quantity; } // dropped items and teamplay weapons always have full ammo if ( ! (ent->flags & FL_DROPPED_ITEM) && g_gametype.integer != GT_TEAM ) { // respawning rules // New method: If the player has less than half the minimum, give them the minimum, else add 1/2 the min. // drop the quantity if the already have over the minimum if ( other->client->ps.ammo[ ent->item->giTag ] < quantity*0.5 ) { quantity = quantity - other->client->ps.ammo[ ent->item->giTag ]; } else { quantity = quantity*0.5; // only add half the value. } // Old method: If the player has less than the minimum, give them the minimum, else just add 1. /* // drop the quantity if the already have over the minimum if ( other->client->ps.ammo[ ent->item->giTag ] < quantity ) { quantity = quantity - other->client->ps.ammo[ ent->item->giTag ]; } else { quantity = 1; // only add a single shot } */ } } // add the weapon other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag ); //Add_Ammo( other, ent->item->giTag, quantity ); Add_Ammo( other, weaponData[ent->item->giTag].ammoIndex, quantity ); G_LogWeaponPickup(other->s.number, ent->item->giTag); // team deathmatch has slow weapon respawns if ( g_gametype.integer == GT_TEAM ) { return adjustRespawnTime(RESPAWN_TEAM_WEAPON, ent->item->giType, ent->item->giTag); } return adjustRespawnTime(g_weaponRespawn.integer, ent->item->giType, ent->item->giTag); } //====================================================================== int Pickup_Health (gentity_t *ent, gentity_t *other) { int max; int quantity; // small and mega healths will go over the max if ( ent->item->quantity != 5 && ent->item->quantity != 100 ) { max = other->client->ps.stats[STAT_MAX_HEALTH]; } else { max = other->client->ps.stats[STAT_MAX_HEALTH] * 2; } if ( ent->count ) { quantity = ent->count; } else { quantity = ent->item->quantity; } other->health += quantity; if (other->health > max ) { other->health = max; } other->client->ps.stats[STAT_HEALTH] = other->health; if ( ent->item->quantity == 100 ) { // mega health respawns slow return RESPAWN_MEGAHEALTH; } return adjustRespawnTime(RESPAWN_HEALTH, ent->item->giType, ent->item->giTag); } //====================================================================== int Pickup_Armor( gentity_t *ent, gentity_t *other ) { other->client->ps.stats[STAT_ARMOR] += ent->item->quantity; if ( other->client->ps.stats[STAT_ARMOR] > other->client->ps.stats[STAT_MAX_HEALTH] * ent->item->giTag ) { other->client->ps.stats[STAT_ARMOR] = other->client->ps.stats[STAT_MAX_HEALTH] * ent->item->giTag; } return adjustRespawnTime(RESPAWN_ARMOR, ent->item->giType, ent->item->giTag); } //====================================================================== /* =============== RespawnItem =============== */ void RespawnItem( gentity_t *ent ) { // randomly select from teamed entities if (ent->team) { gentity_t *master; int count; int choice; if ( !ent->teammaster ) { G_Error( "RespawnItem: bad teammaster"); } master = ent->teammaster; for (count = 0, ent = master; ent; ent = ent->teamchain, count++) ; choice = rand() % count; for (count = 0, ent = master; count < choice; ent = ent->teamchain, count++) ; } ent->r.contents = CONTENTS_TRIGGER; //ent->s.eFlags &= ~EF_NODRAW; ent->s.eFlags &= ~(EF_NODRAW | EF_ITEMPLACEHOLDER); ent->r.svFlags &= ~SVF_NOCLIENT; trap_LinkEntity (ent); if ( ent->item->giType == IT_POWERUP ) { // play powerup spawn sound to all clients gentity_t *te; // if the powerup respawn sound should Not be global if (ent->speed) { te = G_TempEntity( ent->s.pos.trBase, EV_GENERAL_SOUND ); } else { te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND ); } te->s.eventParm = G_SoundIndex( "sound/items/respawn1" ); te->r.svFlags |= SVF_BROADCAST; } // play the normal respawn sound only to nearby clients G_AddEvent( ent, EV_ITEM_RESPAWN, 0 ); ent->nextthink = 0; } qboolean CheckItemCanBePickedUpByNPC( gentity_t *item, gentity_t *pickerupper ) { if ( (item->flags&FL_DROPPED_ITEM) && item->activator != &g_entities[0] && pickerupper->s.number && pickerupper->s.weapon == WP_NONE && pickerupper->enemy && pickerupper->painDebounceTime < level.time && pickerupper->NPC && pickerupper->NPC->surrenderTime < level.time //not surrendering && !(pickerupper->NPC->scriptFlags&SCF_FORCED_MARCH) //not being forced to march /*&& item->item->giTag != INV_SECURITY_KEY*/ ) {//non-player, in combat, picking up a dropped item that does NOT belong to the player and it *not* a security key if ( level.time - item->s.time < 3000 )//was 5000 { return qfalse; } return qtrue; } return qfalse; } /* =============== Touch_Item =============== */ void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) { int respawn; qboolean predict; if (ent->genericValue10 > level.time && other && other->s.number == ent->genericValue11) { //this is the ent that we don't want to be able to touch us for x seconds return; } if (ent->s.eFlags & EF_ITEMPLACEHOLDER) { return; } if (ent->s.eFlags & EF_NODRAW) { return; } if (ent->item->giType == IT_WEAPON && ent->s.powerups && ent->s.powerups < level.time) { ent->s.generic1 = 0; ent->s.powerups = 0; } if (!other->client) return; if (other->health < 1) return; // dead people can't pickup if (ent->item->giType == IT_POWERUP && (ent->item->giTag == PW_FORCE_ENLIGHTENED_LIGHT || ent->item->giTag == PW_FORCE_ENLIGHTENED_DARK)) { if (ent->item->giTag == PW_FORCE_ENLIGHTENED_LIGHT) { if (other->client->ps.fd.forceSide != FORCE_LIGHTSIDE) { return; } } else { if (other->client->ps.fd.forceSide != FORCE_DARKSIDE) { return; } } } // the same pickup rules are used for client side and server side if ( !BG_CanItemBeGrabbed( g_gametype.integer, &ent->s, &other->client->ps ) ) { return; } if ( other->client->NPC_class == CLASS_ATST || other->client->NPC_class == CLASS_GONK || other->client->NPC_class == CLASS_MARK1 || other->client->NPC_class == CLASS_MARK2 || other->client->NPC_class == CLASS_MOUSE || other->client->NPC_class == CLASS_PROBE || other->client->NPC_class == CLASS_PROTOCOL || other->client->NPC_class == CLASS_R2D2 || other->client->NPC_class == CLASS_R5D2 || other->client->NPC_class == CLASS_SEEKER || other->client->NPC_class == CLASS_REMOTE || other->client->NPC_class == CLASS_RANCOR || other->client->NPC_class == CLASS_WAMPA || //other->client->NPC_class == CLASS_JAWA || //FIXME: in some cases it's okay? other->client->NPC_class == CLASS_UGNAUGHT || //FIXME: in some cases it's okay? other->client->NPC_class == CLASS_SENTRY ) {//FIXME: some flag would be better //droids can't pick up items/weapons! return; } if ( CheckItemCanBePickedUpByNPC( ent, other ) ) { if ( other->NPC && other->NPC->goalEntity && other->NPC->goalEntity->enemy == ent ) {//they were running to pick me up, they did, so clear goal other->NPC->goalEntity = NULL; other->NPC->squadState = SQUAD_STAND_AND_SHOOT; } } else if ( !(ent->spawnflags & ITMSF_ALLOWNPC) ) {// NPCs cannot pick it up if ( other->s.eType == ET_NPC ) {// Not the player? qboolean dontGo = qfalse; if (ent->item->giType == IT_AMMO && ent->item->giTag == -1 && other->s.NPC_class == CLASS_VEHICLE && other->m_pVehicle && other->m_pVehicle->m_pVehicleInfo->type == VH_WALKER) { //yeah, uh, atst gets healed by these things if (other->maxHealth && other->health < other->maxHealth) { other->health += 80; if (other->health > other->maxHealth) { other->health = other->maxHealth; } G_ScaleNetHealth(other); dontGo = qtrue; } } if (!dontGo) { return; } } } G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname ); predict = other->client->pers.predictItemPickup; // call the item-specific pickup function switch( ent->item->giType ) { case IT_WEAPON: respawn = Pickup_Weapon(ent, other); // predict = qfalse; predict = qtrue; break; case IT_AMMO: respawn = Pickup_Ammo(ent, other); if (ent->item->giTag == AMMO_THERMAL || ent->item->giTag == AMMO_TRIPMINE || ent->item->giTag == AMMO_DETPACK) { int weapForAmmo = 0; if (ent->item->giTag == AMMO_THERMAL) { weapForAmmo = WP_THERMAL; } else if (ent->item->giTag == AMMO_TRIPMINE) { weapForAmmo = WP_TRIP_MINE; } else { weapForAmmo = WP_DET_PACK; } if (other && other->client && other->client->ps.ammo[weaponData[weapForAmmo].ammoIndex] > 0 ) { other->client->ps.stats[STAT_WEAPONS] |= (1 << weapForAmmo); } } // predict = qfalse; predict = qtrue; break; case IT_ARMOR: respawn = Pickup_Armor(ent, other); // predict = qfalse; predict = qtrue; break; case IT_HEALTH: respawn = Pickup_Health(ent, other); // predict = qfalse; predict = qtrue; break; case IT_POWERUP: respawn = Pickup_Powerup(ent, other); predict = qfalse; // predict = qtrue; break; case IT_TEAM: respawn = Pickup_Team(ent, other); break; case IT_HOLDABLE: respawn = Pickup_Holdable(ent, other); break; default: return; } if ( !respawn ) { return; } // play the normal pickup sound if (predict) { if (other->client) { BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, ent->s.number, &other->client->ps); } else { G_AddPredictableEvent( other, EV_ITEM_PICKUP, ent->s.number ); } } else { G_AddEvent( other, EV_ITEM_PICKUP, ent->s.number ); } // powerup pickups are global broadcasts if ( /*ent->item->giType == IT_POWERUP ||*/ ent->item->giType == IT_TEAM) { // if we want the global sound to play if (!ent->speed) { gentity_t *te; te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP ); te->s.eventParm = ent->s.modelindex; te->r.svFlags |= SVF_BROADCAST; } else { gentity_t *te; te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP ); te->s.eventParm = ent->s.modelindex; // only send this temp entity to a single client te->r.svFlags |= SVF_SINGLECLIENT; te->r.singleClient = other->s.number; } } // fire item targets G_UseTargets (ent, other); // wait of -1 will not respawn if ( ent->wait == -1 ) { ent->r.svFlags |= SVF_NOCLIENT; ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; ent->unlinkAfterEvent = qtrue; return; } // non zero wait overrides respawn time if ( ent->wait ) { respawn = ent->wait; } // random can be used to vary the respawn time if ( ent->random ) { respawn += crandom() * ent->random; if ( respawn < 1 ) { respawn = 1; } } // dropped items will not respawn if ( ent->flags & FL_DROPPED_ITEM ) { ent->freeAfterEvent = qtrue; } // picked up items still stay around, they just don't // draw anything. This allows respawnable items // to be placed on movers. if (!(ent->flags & FL_DROPPED_ITEM) && (ent->item->giType==IT_WEAPON || ent->item->giType==IT_POWERUP)) { ent->s.eFlags |= EF_ITEMPLACEHOLDER; ent->s.eFlags &= ~EF_NODRAW; } else { ent->s.eFlags |= EF_NODRAW; ent->r.svFlags |= SVF_NOCLIENT; } ent->r.contents = 0; if (ent->genericValue9) { //dropped item, should be removed when picked up ent->think = G_FreeEntity; ent->nextthink = level.time; return; } // ZOID // A negative respawn times means to never respawn this item (but don't // delete it). This is used by items that are respawned by third party // events such as ctf flags if ( respawn <= 0 ) { ent->nextthink = 0; ent->think = 0; } else { ent->nextthink = level.time + respawn * 1000; ent->think = RespawnItem; } trap_LinkEntity( ent ); } //====================================================================== /* ================ LaunchItem Spawns an item and tosses it forward ================ */ gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity ) { gentity_t *dropped; dropped = G_Spawn(); dropped->s.eType = ET_ITEM; dropped->s.modelindex = item - bg_itemlist; // store item number in modelindex if (dropped->s.modelindex < 0) { dropped->s.modelindex = 0; } dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item dropped->classname = item->classname; dropped->item = item; VectorSet (dropped->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS); VectorSet (dropped->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS); dropped->r.contents = CONTENTS_TRIGGER; dropped->touch = Touch_Item; G_SetOrigin( dropped, origin ); dropped->s.pos.trType = TR_GRAVITY; dropped->s.pos.trTime = level.time; VectorCopy( velocity, dropped->s.pos.trDelta ); dropped->flags |= FL_BOUNCE_HALF; if ((g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY) && item->giType == IT_TEAM) { // Special case for CTF flags dropped->think = Team_DroppedFlagThink; dropped->nextthink = level.time + 30000; Team_CheckDroppedItem( dropped ); //rww - so bots know if (strcmp(dropped->classname, "team_CTF_redflag") == 0) { droppedRedFlag = dropped; } else if (strcmp(dropped->classname, "team_CTF_blueflag") == 0) { droppedBlueFlag = dropped; } } else { // auto-remove after 30 seconds dropped->think = G_FreeEntity; dropped->nextthink = level.time + 30000; } dropped->flags = FL_DROPPED_ITEM; if (item->giType == IT_WEAPON || item->giType == IT_POWERUP) { dropped->s.eFlags |= EF_DROPPEDWEAPON; } vectoangles(velocity, dropped->s.angles); dropped->s.angles[PITCH] = 0; if (item->giTag == WP_TRIP_MINE || item->giTag == WP_DET_PACK) { dropped->s.angles[PITCH] = -90; } if (item->giTag != WP_BOWCASTER && item->giTag != WP_DET_PACK && item->giTag != WP_THERMAL) { dropped->s.angles[ROLL] = -90; } dropped->physicsObject = qtrue; trap_LinkEntity (dropped); return dropped; } /* ================ Drop_Item Spawns an item and tosses it forward ================ */ gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle ) { vec3_t velocity; vec3_t angles; VectorCopy( ent->s.apos.trBase, angles ); angles[YAW] += angle; angles[PITCH] = 0; // always forward AngleVectors( angles, velocity, NULL, NULL ); VectorScale( velocity, 150, velocity ); velocity[2] += 200 + crandom() * 50; return LaunchItem( item, ent->s.pos.trBase, velocity ); } /* ================ Use_Item Respawn the item ================ */ void Use_Item( gentity_t *ent, gentity_t *other, gentity_t *activator ) { RespawnItem( ent ); } //====================================================================== /* ================ FinishSpawningItem Traces down to find where an item should rest, instead of letting them free fall from their spawn points ================ */ void FinishSpawningItem( gentity_t *ent ) { trace_t tr; vec3_t dest; // gitem_t *item; // VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS ); // VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS ); if (g_gametype.integer == GT_SIEGE) { //in siege remove all powerups if (ent->item->giType == IT_POWERUP) { G_FreeEntity(ent); return; } } if (g_gametype.integer != GT_JEDIMASTER) { if (HasSetSaberOnly()) { if (ent->item->giType == IT_AMMO) { G_FreeEntity( ent ); return; } if (ent->item->giType == IT_HOLDABLE) { if (ent->item->giTag == HI_SEEKER || ent->item->giTag == HI_SHIELD || ent->item->giTag == HI_SENTRY_GUN) { G_FreeEntity( ent ); return; } } } } else { //no powerups in jedi master if (ent->item->giType == IT_POWERUP) { G_FreeEntity(ent); return; } } if (g_gametype.integer == GT_HOLOCRON) { if (ent->item->giType == IT_POWERUP) { if (ent->item->giTag == PW_FORCE_ENLIGHTENED_LIGHT || ent->item->giTag == PW_FORCE_ENLIGHTENED_DARK) { G_FreeEntity(ent); return; } } } if (g_forcePowerDisable.integer) { //if force powers disabled, don't add force powerups if (ent->item->giType == IT_POWERUP) { if (ent->item->giTag == PW_FORCE_ENLIGHTENED_LIGHT || ent->item->giTag == PW_FORCE_ENLIGHTENED_DARK || ent->item->giTag == PW_FORCE_BOON) { G_FreeEntity(ent); return; } } } if (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) { if ( ent->item->giType == IT_ARMOR || ent->item->giType == IT_HEALTH || (ent->item->giType == IT_HOLDABLE && (ent->item->giTag == HI_MEDPAC || ent->item->giTag == HI_MEDPAC_BIG)) ) { G_FreeEntity(ent); return; } } if (g_gametype.integer != GT_CTF && g_gametype.integer != GT_CTY && ent->item->giType == IT_TEAM) { int killMe = 0; switch (ent->item->giTag) { case PW_REDFLAG: killMe = 1; break; case PW_BLUEFLAG: killMe = 1; break; case PW_NEUTRALFLAG: killMe = 1; break; default: break; } if (killMe) { G_FreeEntity( ent ); return; } } VectorSet (ent->r.mins, -8, -8, -0); VectorSet (ent->r.maxs, 8, 8, 16); ent->s.eType = ET_ITEM; ent->s.modelindex = ent->item - bg_itemlist; // store item number in modelindex ent->s.modelindex2 = 0; // zero indicates this isn't a dropped item ent->r.contents = CONTENTS_TRIGGER; ent->touch = Touch_Item; // useing an item causes it to respawn ent->use = Use_Item; // create a Ghoul2 model if the world model is a glm /* item = &bg_itemlist[ ent->s.modelindex ]; if (!stricmp(&item->world_model[0][strlen(item->world_model[0]) - 4], ".glm")) { trap_G2API_InitGhoul2Model(&ent->s, item->world_model[0], G_ModelIndex(item->world_model[0] ), 0, 0, 0, 0); ent->s.radius = 60; } */ if ( ent->spawnflags & ITMSF_SUSPEND ) { // suspended G_SetOrigin( ent, ent->s.origin ); } else { // drop to floor //if it is directly even with the floor it will return startsolid, so raise up by 0.1 //and temporarily subtract 0.1 from the z maxs so that going up doesn't push into the ceiling ent->s.origin[2] += 0.1; ent->r.maxs[2] -= 0.1; VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 ); trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID ); if ( tr.startsolid ) { G_Printf ("FinishSpawningItem: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin)); G_FreeEntity( ent ); return; } //add the 0.1 back after the trace ent->r.maxs[2] += 0.1; // allow to ride movers ent->s.groundEntityNum = tr.entityNum; G_SetOrigin( ent, tr.endpos ); } // team slaves and targeted items aren't present at start if ( ( ent->flags & FL_TEAMSLAVE ) || ent->targetname ) { ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; return; } // powerups don't spawn in for a while /* if ( ent->item->giType == IT_POWERUP ) { float respawn; respawn = 45 + crandom() * 15; ent->s.eFlags |= EF_NODRAW; ent->r.contents = 0; ent->nextthink = level.time + respawn * 1000; ent->think = RespawnItem; return; } */ trap_LinkEntity (ent); } qboolean itemRegistered[MAX_ITEMS]; /* ================== G_CheckTeamItems ================== */ void G_CheckTeamItems( void ) { // Set up team stuff Team_InitGame(); if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTY ) { gitem_t *item; // check for the two flags item = BG_FindItem( "team_CTF_redflag" ); if ( !item || !itemRegistered[ item - bg_itemlist ] ) { G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_redflag in map" ); } item = BG_FindItem( "team_CTF_blueflag" ); if ( !item || !itemRegistered[ item - bg_itemlist ] ) { G_Printf( S_COLOR_YELLOW "WARNING: No team_CTF_blueflag in map" ); } } } /* ============== ClearRegisteredItems ============== */ void ClearRegisteredItems( void ) { memset( itemRegistered, 0, sizeof( itemRegistered ) ); // players always start with the base weapon RegisterItem( BG_FindItemForWeapon( WP_BRYAR_PISTOL ) ); RegisterItem( BG_FindItemForWeapon( WP_STUN_BATON ) ); RegisterItem( BG_FindItemForWeapon( WP_MELEE ) ); RegisterItem( BG_FindItemForWeapon( WP_SABER ) ); if (g_gametype.integer == GT_SIEGE) { //kind of cheesy, maybe check if siege class with disp's is gonna be on this map too G_PrecacheDispensers(); } } /* =============== RegisterItem The item will be added to the precache list =============== */ void RegisterItem( gitem_t *item ) { if ( !item ) { G_Error( "RegisterItem: NULL" ); } itemRegistered[ item - bg_itemlist ] = qtrue; } /* =============== SaveRegisteredItems Write the needed items to a config string so the client will know which ones to precache =============== */ void SaveRegisteredItems( void ) { char string[MAX_ITEMS+1]; int i; int count; count = 0; for ( i = 0 ; i < bg_numItems ; i++ ) { if ( itemRegistered[i] ) { count++; string[i] = '1'; } else { string[i] = '0'; } } string[ bg_numItems ] = 0; // G_Printf( "%i items registered\n", count ); trap_SetConfigstring(CS_ITEMS, string); } /* ============ G_ItemDisabled ============ */ int G_ItemDisabled( gitem_t *item ) { char name[128]; Com_sprintf(name, sizeof(name), "disable_%s", item->classname); return trap_Cvar_VariableIntegerValue( name ); } /* ============ G_SpawnItem Sets the clipping size and plants the object on the floor. Items can't be immediately dropped to floor, because they might be on an entity that hasn't spawned yet. ============ */ void G_SpawnItem (gentity_t *ent, gitem_t *item) { int wDisable = 0; G_SpawnFloat( "random", "0", &ent->random ); G_SpawnFloat( "wait", "0", &ent->wait ); if (g_gametype.integer == GT_DUEL || g_gametype.integer == GT_POWERDUEL) { wDisable = g_duelWeaponDisable.integer; } else { wDisable = g_weaponDisable.integer; } if (item->giType == IT_WEAPON && wDisable && (wDisable & (1 << item->giTag))) { if (g_gametype.integer != GT_JEDIMASTER) { G_FreeEntity( ent ); return; } } RegisterItem( item ); if ( G_ItemDisabled(item) ) return; ent->item = item; // some movers spawn on the second frame, so delay item // spawns until the third frame so they can ride trains ent->nextthink = level.time + FRAMETIME * 2; ent->think = FinishSpawningItem; ent->physicsBounce = 0.50; // items are bouncy if ( item->giType == IT_POWERUP ) { G_SoundIndex( "sound/items/respawn1" ); G_SpawnFloat( "noglobalsound", "0", &ent->speed); } } /* ================ G_BounceItem ================ */ void G_BounceItem( gentity_t *ent, trace_t *trace ) { vec3_t velocity; float dot; int hitTime; // reflect the velocity on the trace plane hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction; BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity ); dot = DotProduct( velocity, trace->plane.normal ); VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta ); // cut the velocity to keep from bouncing forever VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta ); if ((ent->s.weapon == WP_DET_PACK && ent->s.eType == ET_GENERAL && ent->physicsObject)) { //detpacks only if (ent->touch) { ent->touch(ent, &g_entities[trace->entityNum], trace); return; } } // check for stop if ( trace->plane.normal[2] > 0 && ent->s.pos.trDelta[2] < 40 ) { trace->endpos[2] += 1.0; // make sure it is off ground SnapVector( trace->endpos ); G_SetOrigin( ent, trace->endpos ); ent->s.groundEntityNum = trace->entityNum; return; } VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin); VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase ); ent->s.pos.trTime = level.time; if (ent->s.eType == ET_HOLOCRON || (ent->s.shouldtarget && ent->s.eType == ET_GENERAL && ent->physicsObject)) { //holocrons and sentry guns if (ent->touch) { ent->touch(ent, &g_entities[trace->entityNum], trace); } } } /* ================ G_RunItem ================ */ void G_RunItem( gentity_t *ent ) { vec3_t origin; trace_t tr; int contents; int mask; // if groundentity has been set to -1, it may have been pushed off an edge if ( ent->s.groundEntityNum == -1 ) { if ( ent->s.pos.trType != TR_GRAVITY ) { ent->s.pos.trType = TR_GRAVITY; ent->s.pos.trTime = level.time; } } if ( ent->s.pos.trType == TR_STATIONARY ) { // check think function G_RunThink( ent ); return; } // get current position BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); // trace a line from the previous position to the current position if ( ent->clipmask ) { mask = ent->clipmask; } else { mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID; } trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->r.ownerNum, mask ); VectorCopy( tr.endpos, ent->r.currentOrigin ); if ( tr.startsolid ) { tr.fraction = 0; } trap_LinkEntity( ent ); // FIXME: avoid this for stationary? // check think function G_RunThink( ent ); if ( tr.fraction == 1 ) { return; } // if it is in a nodrop volume, remove it contents = trap_PointContents( ent->r.currentOrigin, -1 ); if ( contents & CONTENTS_NODROP ) { if (ent->item && ent->item->giType == IT_TEAM) { Team_FreeEntity(ent); } else { G_FreeEntity( ent ); } return; } G_BounceItem( ent, &tr ); }